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Added zones 354 and 355
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15 changed files with 7985 additions and 0 deletions
72
lib/world/mob/211.mob
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72
lib/world/mob/211.mob
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#21101
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Sibyl SibylTarot reader~
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Sibyl~
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Sibyl caresses a deck of tarot cards with wrinkled hands.
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~
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She is an old woman with many lines on her good-natured face. Darkly rimmed
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eyes peer out from under the black, filmy head scarf, lined with gold coins,
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that drapes to cover much of her black dress.
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~
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262154 0 0 0 0 0 0 0 0 E
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30 20 10 1d1+0 1d1+0
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0 0
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8 8 2
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E
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T 21101
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T 21104
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T 21105
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T 21108
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#21102
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Esmerelda EsmereldaTarot reader~
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Esmerelda~
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Esmerelda lovingly caresses a deck of tarot cards.
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~
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She is a tall, dark gypsy, dressed in brightly colored skirt and short bolero
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over a puffy, white blouse. Her curly dark hair almost covers the huge golden
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hoops in her ears.
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~
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262154 0 0 0 0 0 0 0 0 E
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30 20 10 1d1+0 1d1+0
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0 0
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8 8 2
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E
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T 21101
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T 21104
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T 21105
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T 21108
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#21103
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Jaelle JaelleTarot reader~
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Jaelle~
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Jaelle endlessly shuffles and reshuffles a deck of tarot cards.
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~
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She is wearing a long, white, shortsleeved dress with a bright scarf wrapped
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angled around her waist, held in place by a black corset. Another scarf of the
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same material is tied around her head over cascading blonde curls.
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~
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262154 0 0 0 0 0 0 0 0 E
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30 20 10 1d1+0 1d1+0
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0 0
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8 8 2
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E
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T 21101
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T 21104
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T 21105
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T 21108
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#21104
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Ana receptionist AnaTarot~
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Ana~
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A receptionist juggles appointments.
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~
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Ana sits calmly behind a desk, juggling appointments with ease. She wears
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a white shirt with puffed sleeves, a long wide skirt of many colors and a bright
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bandanna. Large gold hoops dangle from her ears.
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~
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262154 0 0 0 0 0 0 0 0 E
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30 20 10 1d1+0 1d1+0
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0 0
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8 8 2
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E
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T 21106
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T 21107
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T 21108
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$
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1
lib/world/mob/653.mob
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1
lib/world/mob/653.mob
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$
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1
lib/world/mob/654.mob
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1
lib/world/mob/654.mob
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@ -0,0 +1 @@
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$
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1331
lib/world/obj/211.obj
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1331
lib/world/obj/211.obj
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File diff suppressed because it is too large
Load diff
1
lib/world/obj/653.obj
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1
lib/world/obj/653.obj
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@ -0,0 +1 @@
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$
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96
lib/world/obj/654.obj
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96
lib/world/obj/654.obj
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@ -0,0 +1,96 @@
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#65400
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graffiti wall south~
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graffiti~
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Some graffiti is scrawled on the wall to the south.~
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~
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13 0 0 0 0 0 0 0 0 0 0 0 0
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0 0 0 0
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0 0 0 0 0
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E
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graffiti wall south~
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This subdivision was built to use with the TBA housing code since the code
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needs rooms that have already been created. It's a very simple plan with 38
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houses, meant to simplify the placing of houses. Feel free to make any changes.
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Look map for a better idea of the layout.
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If you want to use this subdivision but need more than 38 houses, First and
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Second Streets can be continued to the east by changing the room names and some
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of the exit descriptions. First and Second Avenue would need to be changed to
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Third and Fourth Avenue.
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If you need more space, you might want to change #3 and #8 Second Street to
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continue the Avenues southward and change #3 and #8 First Street of the new
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section to match. Of course, First and Second Street would become Third and
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Fourth Streets.
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Sorry for any errors. Please wash this wall with zedit.
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Hugs,
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Parnassus for TBAmud
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December 12, 2013
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~
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#65402
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keychain subdivision~
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a plain keychain~
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Someone left a keychain lying here.~
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~
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8 a 0 0 0 ao 0 0 0 0 0 0 0
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0 0 0 0
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1 1 0 0 0
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T 65400
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E
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keychain subdivision~
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This keychain, when held in a room away from the subdivision, will bring
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you to the subdivision intersection of First Street and First Avenue to make
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it easier to find your way home. If you hold it again, anywhere in the
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subdivision, it will take you back to where you came from.
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~
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#65407
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keychain subdivision~
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a plain keychain~
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Someone left a keychain lying here.~
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~
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8 a 0 0 0 ao 0 0 0 0 0 0 0
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0 0 0 0
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1 1 0 0 0
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T 65400
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E
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keychain subdivision~
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This keychain, when held in a room away from the subdivision, will bring
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you to the subdivision intersection of First Street and Second Avenue to
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make it easier to find your way home. If you hold it again, anywhere in the
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subdivision, it will take you back to where you came from.
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~
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#65412
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keychain subdivision~
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a plain keychain~
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Someone left a keychain lying here.~
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~
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8 a 0 0 0 ao 0 0 0 0 0 0 0
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0 0 0 0
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1 1 0 0 0
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T 65400
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E
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keychain subdivision~
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This keychain, when held in a room away from the subdivision, will bring
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you to the subdivision intersection of Second Street and First Avenue to
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make it easier to find your way home. If you hold it again, anywhere in the
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subdivision, it will take you back to where you came from.
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~
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#65417
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keychain subdivision~
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a plain keychain~
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Someone left a keychain lying here.~
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~
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8 a 0 0 0 ao 0 0 0 0 0 0 0
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0 0 0 0
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1 1 0 0 0
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T 65400
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E
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keychain subdivision~
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This keychain, when held in a room away from the subdivision, will bring
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you to the subdivision intersection of Second Street and Second Avenue to
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make it easier to find your way home. If you hold it again, anywhere in the
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subdivision, it will take you back to where you came from.
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~
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$~
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682
lib/world/trg/211.trg
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682
lib/world/trg/211.trg
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@ -0,0 +1,682 @@
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#21100
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Test~
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0 g 100
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~
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%echo% This trigger commandlist is not complete!
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~
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#21101
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Load Cards~
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0 d 100
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*~
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set zone 211
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set start %self.room.vnum%
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eval room %self.room.vnum% + 1
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switch %speech.car%
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case shuffle
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if %self.varexists(Cards_Dealt)%
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%echo% n The voice is in your mind again.
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%echo% c 'I'm sorry, the cards seem to be already laid out.' n
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halt
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else
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set deck 78
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set layout 10
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global deck
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global layout
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set var %zone%01
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emote shuffles the cards.
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%echo% n %self.name% seems to speak directly to your mind.
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%echo% c 'Keep shuffling until you feel the deck understands your question. n
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%echo% c When you're ready, say DEAL.' n
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set Deck_Shuffled 1
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global Deck_Shuffled
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while %var% < %zone%79
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set %var% 1
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remote %var% %self.id%
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eval var %var% + 1
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done
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halt
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end
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end
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case deal
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if !%self.varexists(Deck_Shuffled)%
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%echo% n The voice is in your mind again.
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%echo% c 'The cards don't seem to understand your question yet. Have you n
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%echo% c SHUFFLEd?' n
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halt
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elseif %self.varexists(Cards_Dealt)%
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%echo% n The voice is in your mind again. n
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%echo% c 'I'm sorry, the cards seem to be already laid out.' n
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halt
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else
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emote starts to lay out the cards.
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%echo% n The voice seems to surround you now.
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%echo% c 'When you're ready, please go up to start your reading. Once you n
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%echo% c start, you won't be able to come back. Of course, you can always n
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%echo% c come back for another reading. n
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wait 2 sec
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%echo% c At each room, LOOK CARD to see the meaning. Reverse means n
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%echo% c that the card laid out upsidedown which changes the meaning. n
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%echo% c Don't worry about it. The card will show the reversed meaning. n
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%echo% c The room name will explain what the placement of the card means.' n
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wait 1 sec
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%door% %self.room.vnum% up flags a
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emote opens the door to the stairway.
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while %layout%
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set zonebase %zone%00
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eval card %random.78% + %zonebase%
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eval temp %%self.varexists(%card%)%%
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eval hascard %temp%
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if %hascard%
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mgoto %room%
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set rand %random.2%
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if %rand% == 1
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%load% obj %zone%99
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end
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%load% obj %card%
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mgoto %start%
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rdelete %card% %self.id%
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eval deck %deck% - 1
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eval layout %layout% - 1
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eval room %room% + 1
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global deck
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global layout
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set Cards_Dealt 1
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global Cards_Dealt
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else
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end
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done
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halt
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break
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default
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break
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end
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~
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#21102
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Look Card~
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2 c 100
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*~
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* Parnassus' Special Anti-Freeze Formula
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if %cmd.mudcommand% == nohassle
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return 0
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halt
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end
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*
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set zone 211
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if %self.vnum% > %zone%10 && %self.vnum% < %zone%24
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* if %self.vnum% > %zone%00 && %self.vnum% < %zone%24
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set cmdroom %zone%20
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elseif %self.vnum% > %zone%30 && %self.vnum% < %zone%44
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set cmdroom %zone%40
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elseif %self.vnum% > %zone%45 && %self.vnum% < %zone%64
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set cmdroom %zone%60
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else
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return 0
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halt
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end
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if %cmd.mudcommand% == look || %cmd.mudcommand% == examine
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* Look Trigger Written by Fizban - June 06 2013
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* This trigger changes the meaning of the card for reverse.
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* If there is no argument, just look.
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if !%arg%
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return 0
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halt
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else
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* The ~ anchors the comparison to the front of the word.
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* rd /= card but ~rd is not a part of ~card while ~c is.
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set arg ~%arg%
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if ~card /= %arg%
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* Check for the reverser. If it is in the room, give
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* one meaning. If it is not, give the other.
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eval rev %%findobj.%self.vnum%(%zone%99)%%
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if %rev% < 1
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%echo% Reverser is not here.
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%force% %actor% look card
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else
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%force% %actor% look reverse
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%echo% Reverser is here.
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end
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else
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return 0
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end
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end
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elseif %cmd.mudcommand% == quit || %cmd.mudcommand% == afk
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%send% %actor% Because you have decided to %cmd.mudcommand%, you cannot finish the reading.
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%echoaround% %actor% %actor.name% has to leave the reading now.
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wait 1 sec
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%send% %actor% You are magically sent to the end of the reading.
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%echoaround% %actor% %actor.name% is whisked away in a puff of smoke.
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wait 1 sec
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%teleport% %actor% %cmdroom%
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wait 1 sec
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%at% %cmdroom% %force% %actor% down
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wait 1 sec
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%at% %actor% %force% %actor% %cmd%
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wait 1 sec
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halt
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elseif %cmd% == return || %cmd% == recall
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%send% %actor% Because you have decided to %cmd%, you cannot finish the reading.
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%echoaround% %actor% %actor.name% has to leave the reading now.
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wait 1 sec
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%send% %actor% You are magically sent to the end of the reading.
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%echoaround% %actor% %actor.name% is whisked away in a puff of smoke.
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wait 1 sec
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%teleport% %actor% %cmdroom%
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wait 1 sec
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%at% %cmdroom% %force% %actor% down
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wait 1 sec
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%at% %actor% %force% %actor% %cmd%
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wait 1 sec
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halt
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else
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return 0
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end
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~
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#21103
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Clear the Cards - r21120, r21140, r21160~
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2 q 100
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~
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* Clears cards from the reading and reader marker
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* when player finishes the reading.
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if %direction% == down
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wait 2 sec
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%purge%
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set room %self.vnum%
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eval purgeroom %room% - 9
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while %purgeroom% < %self.vnum%
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%at% %purgeroom% %purge%
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eval purgeroom %purgeroom% + 1
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done
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eval purgeroom %purgeroom% + 5
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%at% %purgeroom% %purge%
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end
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~
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#21104
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Reset the Fortuneteller~
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0 q 100
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~
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* Clears the fortune-teller for the next player.
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* Closes the doors coming back to make it easier to see the path while
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* keeping the possibility of checking past cards.
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if %direction% == up
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* set deck 78
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set layout 10
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* global deck
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global layout
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rdelete Deck_Shuffled %self.id%
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rdelete Cards_Dealt %self.id%
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rdelete tarot_reading_started %self.id%
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if %self.room.vnum% == 21110 || %self.room.vnum% == 21130 || %self.room.vnum% == 21150
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%door% %self.room.vnum% up flags abc
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eval cardroom %self.room.vnum% + 2
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%door% %cardroom% down flags ab
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eval cardroom %cardroom% + 1
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%door% %cardroom% north flags ab
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eval cardroom %cardroom% + 1
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%door% %cardroom% south flags ab
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eval cardroom %cardroom% + 1
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%door% %cardroom% west flags ab
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eval cardroom %cardroom% + 1
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%door% %cardroom% north flags ab
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eval cardroom %cardroom% + 1
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%door% %cardroom% west flags ab
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eval cardroom %cardroom% + 1
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%door% %cardroom% south flags ab
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eval cardroom %cardroom% + 1
|
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%door% %cardroom% south flags ab
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eval cardroom %cardroom% + 1
|
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%door% %cardroom% south flags ab
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eval cardroom %cardroom% + 1
|
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%door% %cardroom% east flags ab
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eval cardroom %cardroom% + 1
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%door% %cardroom% south flags ab
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eval cardroom %cardroom% + 1
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%door% %cardroom% west flags ab
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eval cardroom %cardroom% + 1
|
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%door% %cardroom% north flags ab
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end
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||||
end
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~
|
||||
#21105
|
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Dealer Greets~
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0 h 100
|
||||
~
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||||
wait 2 sec
|
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%echo% n The voice of %self.name% seems to fill your head.
|
||||
%echo% c 'Ahh, you have something on your mind? Let us see what the n
|
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%echo% c cards have to say. Unfortunately, you cannot hold or shuffle n
|
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%echo% c my cards, but concentrate on your question and say shuffle. n
|
||||
%echo% c When you feel that the cards know your question, say deal and n
|
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%echo% c I shall lay out the cards for you to examine. n
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wait 3 sec
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%echo% c Usually I would interpret the cards for you, but that is n
|
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%echo% c forbidden me in this space and time. All I am allowed is to n
|
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%echo% c show you the cards and you must decide their meanings in your n
|
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%echo% c own mind. Move from card to card. Each space and each card n
|
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%echo% c will explain itself to you. 'LOOK CARD' in each room to see n
|
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%echo% c the explanation. These are very simplified meanings so they n
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%echo% c are very general. n
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wait 3 sec
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%echo% c Remember, this is just a game and should not be taken n
|
||||
%echo% c seriously any more than you would run your life by newspaper n
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||||
%echo% c horoscopes or slips of paper from fortune-cookies. n
|
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wait 2 sec
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%echo% c When you're ready, start by saying SHUFFLE.' n
|
||||
~
|
||||
#21106
|
||||
Receptionist juggles appointments - M21104~
|
||||
0 d 100
|
||||
*~
|
||||
set zone 211
|
||||
* set findobj 0
|
||||
* Checks for available readers
|
||||
* Kicks out people that are afk, etc
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if %self.room.vnum% != %zone%02
|
||||
emote looks around in confusion.
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||||
say I'm sorry. I have to get to my office.
|
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emote leaves.
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||||
eval findmob %%findmob.%zone%02(%self.vnum%)%%
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||||
if %findmob% > 0
|
||||
%purge% %self%
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||||
else
|
||||
mgoto %zone%02
|
||||
halt
|
||||
end
|
||||
end
|
||||
if %actor% == %self%
|
||||
halt
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||||
end
|
||||
* Check to see if someone is already trying to get an appointment.
|
||||
if %self.has_item(%zone%98)% && !%actor.varexists(Making_Tarot_Appointment_%zone%)%
|
||||
say I'm sorry, %actor.name%. I'm speaking with someone else right now.
|
||||
halt
|
||||
end
|
||||
* This loop goes through the entire string of words the actor says. .car is the
|
||||
* word and .cdr is the remaining string.
|
||||
eval word %speech.car%
|
||||
eval rest %speech.cdr%
|
||||
while %word%
|
||||
* %echo% Word: %word%
|
||||
* %echo% rest: %rest%
|
||||
switch %word%
|
||||
* Appointment starts the conversation.
|
||||
* Objxxx98 keeps trigger from reacting to other conversations.
|
||||
* if %actor.is_pc% &&
|
||||
case appointment
|
||||
if !%self.has_item(%zone%98)%
|
||||
%load% o %zone%98
|
||||
set Making_Tarot_Appointment_%zone% 1
|
||||
remote Making_Tarot_Appointment_%zone% %actor.id%
|
||||
say Let me just see if any of our consultants have an opening.
|
||||
say Say restart at any time to leave or start over.
|
||||
%echo% She consults an appointment book.
|
||||
wait 2 seconds
|
||||
set available 0
|
||||
set readerno 0
|
||||
set unreaderno 0
|
||||
eval temp %%findobj.%zone%25(card)%%
|
||||
eval findobjsibyl %temp%
|
||||
if %findobjsibyl% < 1
|
||||
eval available %available% + 1
|
||||
eval readerno %readerno% + 1
|
||||
set reader%readerno% Sibyl
|
||||
else
|
||||
eval unreaderno %unreaderno% + 1
|
||||
set unreader%unreaderno% Sibyl
|
||||
end
|
||||
eval temp %%findobj.%zone%45(card)%%
|
||||
eval findobjesmerelda %temp%
|
||||
if %findobjesmerelda% < 1
|
||||
eval available %available% + 1
|
||||
eval readerno %readerno% + 1
|
||||
set reader%readerno% Esmerelda
|
||||
else
|
||||
eval unreaderno %unreaderno% + 1
|
||||
set unreader%unreaderno% Esmerelda
|
||||
end
|
||||
eval temp %%findobj.%zone%65(card)%%
|
||||
eval findobjjaelle %temp%
|
||||
if %findobjjaelle% < 1
|
||||
eval available %available% + 1
|
||||
eval readerno %readerno% + 1
|
||||
set reader%readerno% Jaelle
|
||||
else
|
||||
eval unreaderno %unreaderno% + 1
|
||||
set unreader%unreaderno% Jaelle
|
||||
end
|
||||
if %available% == 0
|
||||
say Sorry, Sibyl, Esmerelda and Jaelle all seem to be with clients right now.
|
||||
say Please try again later.
|
||||
rdelete Making_Tarot_Appointment_%zone% %actor.id%
|
||||
halt
|
||||
end
|
||||
if %available% == 1
|
||||
say %unreader1% and %unreader2% are with clients but %reader1% is available.
|
||||
say Say %reader1% if you want to see her.
|
||||
set Choosing_Tarot_Reader_%zone% 1
|
||||
remote Choosing_Tarot_Reader_%zone% %actor.id%
|
||||
halt
|
||||
end
|
||||
if %available% == 2
|
||||
say %unreader1% is with a client but %reader1% and %reader2% are available.
|
||||
say Say %reader1% or %reader2% to see her.
|
||||
set Choosing_Tarot_Reader_%zone% 1
|
||||
remote Choosing_Tarot_Reader_%zone% %actor.id%
|
||||
halt
|
||||
end
|
||||
if %available% == 3
|
||||
say %reader1%, %reader2% and %reader3% are all available right now.
|
||||
say Say %reader1%, %reader2% or %reader3% to see her.
|
||||
set Choosing_Tarot_Reader_%zone% 1
|
||||
remote Choosing_Tarot_Reader_%zone% %actor.id%
|
||||
halt
|
||||
end
|
||||
end
|
||||
break
|
||||
case Sibyl
|
||||
if %actor.varexists(Choosing_Tarot_Reader_%zone%)%
|
||||
eval findobj %%findobj.%zone%25(card)%%
|
||||
if %findobj% < 1
|
||||
say Sibyl is ready to see you now.
|
||||
%door% %zone%02 north flags a
|
||||
wait 1 sec
|
||||
%force% %actor% north
|
||||
%door% %zone%02 north flags abc
|
||||
rdelete Making_Tarot_Appointment_%zone% %actor.id%
|
||||
rdelete Choosing_Tarot_Reader_%zone% %actor.id%
|
||||
mgoto %zone%99
|
||||
%purge% quill
|
||||
mgoto %zone%25
|
||||
%load% obj %zone%49
|
||||
mgoto %zone%02
|
||||
else
|
||||
Say I'm sorry. Sibyl is with another client right now.
|
||||
say Please choose one of the available readers.
|
||||
end
|
||||
end
|
||||
break
|
||||
case Esmerelda
|
||||
if %actor.varexists(Choosing_Tarot_Reader_%zone%)%
|
||||
eval findobj %%findobj.%zone%45(card)%%
|
||||
if %findobj% < 1
|
||||
say Esmerelda is ready to see you now.
|
||||
%door% %zone%02 west flags a
|
||||
wait 1 sec
|
||||
%force% %actor% w
|
||||
%door% %zone%02 west flags abc
|
||||
rdelete Making_Tarot_Appointment_%zone% %actor.id%
|
||||
rdelete Choosing_Tarot_Reader_%zone% %actor.id%
|
||||
mgoto %zone%99
|
||||
%purge% quill
|
||||
mgoto %zone%45
|
||||
%load% obj %zone%52
|
||||
mgoto %zone%02
|
||||
else
|
||||
Say I'm sorry. Esmerelda is with another client right now.
|
||||
say Please choose one of the available readers.
|
||||
end
|
||||
end
|
||||
break
|
||||
case Jaelle
|
||||
if %actor.varexists(Choosing_Tarot_Reader_%zone%)%
|
||||
eval findobj %%findobj.%zone%65(card)%%
|
||||
if %findobj% < 1
|
||||
say Jaelle is ready to see you now.
|
||||
%door% %zone%02 east flags a
|
||||
wait 1 sec
|
||||
%force% %actor% e
|
||||
%door% %zone%02 east flags abc
|
||||
rdelete Making_Tarot_Appointment_%zone% %actor.id%
|
||||
rdelete Choosing_Tarot_Reader_%zone% %actor.id%
|
||||
mgoto %zone%99
|
||||
%purge% quill
|
||||
mgoto %zone%65
|
||||
%load% obj %zone%50
|
||||
mgoto %zone%02
|
||||
else
|
||||
Say I'm sorry. Jaelle is with another client right now.
|
||||
say Please choose one of the available readers.
|
||||
end
|
||||
end
|
||||
break
|
||||
case Restart
|
||||
if %actor.varexists(Making_Tarot_Appointment_%zone%)%
|
||||
rdelete Making_Tarot_Appointment_%zone% %actor.id%
|
||||
rdelete Choosing_Tarot_Reader_%zone% %actor.id%
|
||||
mgoto %zone%99
|
||||
%purge% quill
|
||||
mgoto %zone%02
|
||||
emote puts down the appointment book.
|
||||
end
|
||||
break
|
||||
default
|
||||
break
|
||||
done
|
||||
* End of the loop we need to take the next word in the string and save the
|
||||
* remainder for the next pass.
|
||||
eval word %rest.car%
|
||||
eval rest %rest.cdr%
|
||||
done
|
||||
~
|
||||
#21107
|
||||
Tarot Receptionist greets - M21104~
|
||||
0 h 100
|
||||
*~
|
||||
if %direction% == south
|
||||
emote looks up from her appointment book.
|
||||
say Would you like to make an appointment with one of our readers?
|
||||
say Before we start, make sure you have enough time to finish your reading.
|
||||
say Please do not go afk or leave the game before you finish the reading.
|
||||
say If you are sure, just say appointment.
|
||||
else if %direction% == up
|
||||
smile %actor%
|
||||
say I hope you enjoyed your reading. Please, come again soon.
|
||||
say Of course, if you want another appointment now, say appointment.
|
||||
end
|
||||
~
|
||||
#21108
|
||||
Leaving Tarot~
|
||||
0 c 100
|
||||
*~
|
||||
* For mobs to clear reading from players blocking by starting and leaving.
|
||||
* Should be adjusted to your muds commands.
|
||||
* Parnassus' Special Anti-Freeze Formula
|
||||
if %cmd.mudcommand% == nohassle
|
||||
return 0
|
||||
halt
|
||||
end
|
||||
*
|
||||
set zone 211
|
||||
if %cmd.mudcommand% == quit || %cmd.mudcommand% == afk
|
||||
if %self.vnum% == %zone%04 && %actor.varexists(Making_Tarot_Appointment_%zone%)%
|
||||
say I'm sorry but I won't be able to give you an appointment right now.
|
||||
say Please come back when you have more time available.
|
||||
rdelete Making_Tarot_Appointment_%zone% %actor.id%
|
||||
rdelete Choosing_Tarot_Reader_%zone% %actor.id%
|
||||
mgoto %zone%99
|
||||
%purge% quill
|
||||
mgoto %zone%02
|
||||
wait 1 sec
|
||||
emote puts down the appointment book.
|
||||
wait 1 sec
|
||||
%force% %actor% %cmd.mudcommand%
|
||||
wait 1 sec
|
||||
halt
|
||||
elseif %self.vnum% == %zone%01 || %self.vnum% == %zone%02 || %self.vnum% == %zone%03
|
||||
set office %self.room.vnum%
|
||||
eval endroom %office% + 10
|
||||
%echo% n %self.name%'s voice sounds reproachfully in your head.
|
||||
%echo% c 'You don't seem to have time for this right now. n
|
||||
%echo% c Please come back when you have more time.' n
|
||||
wait 1 sec
|
||||
%echo% %self.name% waves her hand and you find yourself outside.
|
||||
wait 1 sec
|
||||
%teleport% %actor% %zone%01
|
||||
mgoto %endroom%
|
||||
down
|
||||
mgoto %office%
|
||||
wait 1 sec
|
||||
%force% %actor% look
|
||||
%force% %actor% %cmd.mudcommand%
|
||||
rdelete Deck_Shuffled %self.id%
|
||||
rdelete Cards_Dealt %self.id%
|
||||
rdelete tarot_reading_started %self.id%
|
||||
halt
|
||||
else
|
||||
return 0
|
||||
halt
|
||||
end
|
||||
elseif %cmd% == return || %cmd% == recall || %cmd% == teleport || %cmd.mudcommand% == goto
|
||||
if %self.vnum% == %zone%04 && %actor.varexists(Making_Tarot_Appointment_%zone%)%
|
||||
say I'm sorry but I won't be able to give you an appointment right now.
|
||||
say Please come back when you have more time available.
|
||||
rdelete Making_Tarot_Appointment_%zone% %actor.id%
|
||||
rdelete Choosing_Tarot_Reader_%zone% %actor.id%
|
||||
mgoto %zone%99
|
||||
%purge% quill
|
||||
mgoto %zone%02
|
||||
%send% %actor% n
|
||||
emote puts down the appointment book.
|
||||
%send% %actor% n
|
||||
return 0
|
||||
halt
|
||||
elseif %self.vnum% == %zone%01 || %self.vnum% == %zone%02 || %self.vnum% == %zone%03
|
||||
set office %self.room.vnum%
|
||||
eval endroom %office% + 10
|
||||
%echo% n %self.name%'s voice sounds reproachfully in your head.
|
||||
%echo% c 'You don't seem to have time for this right now. n
|
||||
%echo% c Please come back when you have more time.' n
|
||||
%send% %actor% n
|
||||
%teleport% %actor% %zone%01
|
||||
return 0
|
||||
%send% %actor% n
|
||||
mgoto %endroom%
|
||||
down
|
||||
mgoto %office%
|
||||
rdelete Deck_Shuffled %self.id%
|
||||
rdelete Cards_Dealt %self.id%
|
||||
rdelete tarot_reading_started %self.id%
|
||||
halt
|
||||
else
|
||||
return 0
|
||||
halt
|
||||
end
|
||||
elseif %cmd.mudcommand% == south
|
||||
if %self.vnum% == %zone%04 && %actor.varexists(Making_Tarot_Appointment_%zone%)%
|
||||
say I'm sorry but I won't be able to give you an appointment right now.
|
||||
say Please come back when you have more time available.
|
||||
rdelete Making_Tarot_Appointment_%zone% %actor.id%
|
||||
rdelete Choosing_Tarot_Reader_%zone% %actor.id%
|
||||
mgoto %zone%99
|
||||
%purge% quill
|
||||
mgoto %zone%02
|
||||
wait 1 sec
|
||||
emote puts down the appointment book.
|
||||
wait 1 sec
|
||||
%force% %actor% %cmd%
|
||||
halt
|
||||
else
|
||||
return 0
|
||||
halt
|
||||
end
|
||||
else
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#21109
|
||||
Timer for obj 21198~
|
||||
1 f 100
|
||||
~
|
||||
* Timer on obj 21198 is set to 10 minutes. This is adjustable.
|
||||
* Since 21198 stops any appointments while talking to one person
|
||||
* this keeps any person from blocking the zone until reboot.
|
||||
set zone 211
|
||||
set actor %self.carried_by%
|
||||
if %actor.vnum% == %zone%04
|
||||
%echo% %actor.name% says, 'I've been waiting too long for this appointment.'
|
||||
%echo% %actor.name% puts down the appointment book.
|
||||
%purge% %self%
|
||||
else
|
||||
set actor %self.carried_by.name%
|
||||
%force% %actor% say I seem to have stolen someone's pen.
|
||||
%echoaround% %actor% The nib of the pen pokes %actor%.
|
||||
%send% %actor% The nib of the pen pokes you.
|
||||
%damage% %actor% 5
|
||||
%echoaround% %actor% %actor.name% shakes %actor.hisher% hand in pain and drops a pen which rolls away.
|
||||
%send% %actor% You drop a pen which rolls away somewhere.
|
||||
%purge% %self%
|
||||
end
|
||||
~
|
||||
#21110
|
||||
Reload glass and bread - obj 21180 and 21182~
|
||||
1 c 100
|
||||
*~
|
||||
* This trigger is to keep the waiting room supplied with food and drink.
|
||||
* Because of the auto-regenerative qualities, it also cancels out any
|
||||
* sac benefits to prevent spam-saccing for gold or exp.
|
||||
* Parnassus' Special Anti-Freeze Formula
|
||||
if %cmd.mudcommand% == nohassle
|
||||
return 0
|
||||
halt
|
||||
end
|
||||
*
|
||||
set zone 211
|
||||
if get == %cmd.mudcommand% || sacrifice == %cmd.mudcommand%
|
||||
if %self.room.vnum% == %zone%02
|
||||
set testernumber 2
|
||||
else
|
||||
set testernumber 1
|
||||
end
|
||||
set arg _%arg%
|
||||
eval inroom %self.room%
|
||||
eval obj %inroom.contents%
|
||||
* find the first object in the room
|
||||
while %obj%
|
||||
set next_obj %obj.next_in_list%
|
||||
set objlist %obj.name%
|
||||
set keywordlist _%obj.name.car%
|
||||
set keywordrest _%obj.name.cdr%
|
||||
while %keywordlist%
|
||||
* while an object is in the room
|
||||
if %keywordlist.contains(%arg%)%
|
||||
if %obj.id% == %self.id%
|
||||
if get == %cmd.mudcommand%
|
||||
%force% %actor% %cmd.mudcommand% %obj.name.car%
|
||||
elseif sacrifice == %cmd.mudcommand%
|
||||
%send% %actor% You carefully dispose of %obj.shortdesc%.
|
||||
%echoaround% %actor% %actor.name% carefully disposes of %obj.shortdesc%.
|
||||
set me %self.vnum%
|
||||
eval temp %%findobj.%zone%02(%me%)%%
|
||||
eval tester %temp%
|
||||
if %self.room.vnum% == %zone%02
|
||||
set testernumber 2
|
||||
else
|
||||
set testernumber 1
|
||||
end
|
||||
if %tester% < %testernumber%
|
||||
%at% %zone%02 %load% obj %self.vnum%
|
||||
end
|
||||
%purge% %self%
|
||||
end
|
||||
set me %self.vnum%
|
||||
eval temp %%findobj.%zone%02(%me%)%%
|
||||
eval tester %temp%
|
||||
if %tester% < %testernumber%
|
||||
%at% %zone%02 %load% obj %self.vnum%
|
||||
end
|
||||
halt
|
||||
end
|
||||
end
|
||||
set keywordlist %keywordrest.car%
|
||||
set keywordrest %keywordrest.cdr%
|
||||
done
|
||||
* find the next object for the while to loop
|
||||
set obj %next_obj%
|
||||
done
|
||||
return 0
|
||||
halt
|
||||
else
|
||||
return 0
|
||||
halt
|
||||
end
|
||||
~
|
||||
$~
|
||||
249
lib/world/trg/653.trg
Normal file
249
lib/world/trg/653.trg
Normal file
|
|
@ -0,0 +1,249 @@
|
|||
#65302
|
||||
Running the Elevator~
|
||||
2 c 100
|
||||
*~
|
||||
* Written December 22, 2014 by Parnassus for TBAmud
|
||||
* Thanks to Fizban for writing an Elevator trigger, and Rumble for posting it as
|
||||
* a Trigger of the day, which made me decide that my Housing project
|
||||
* apartment really needed an elevator.
|
||||
* Thanks to Axanon for letting me look at his really nice elevator triggers.
|
||||
* Be prepared for errors, use at your own risk.
|
||||
* Any errors are mine, any people named in this trigger are blameless!
|
||||
*
|
||||
* Parnassus' Special Anti-Freeze Formula
|
||||
if %cmd.mudcommand% == nohassle
|
||||
return 0
|
||||
halt
|
||||
end
|
||||
*
|
||||
* Variable assignments: make changes here.
|
||||
* Thanks to Krell for helping me work out this format which is especially
|
||||
* good for a stand-alone trigger!
|
||||
* adjust zone number
|
||||
* set maxfl to the highest floor number. To make a penthouse, make adjustments
|
||||
* similar to the Ground floor here. If you add more than 20 floors, switch to the
|
||||
* commented line using CURFL instead of the one using ORDINAL .
|
||||
* add additional floors along with %zone% and room number of the linking room.
|
||||
* (Also add mention of button and display in the linking room. Set up door to the
|
||||
* elevator, flagged as 2 - Pickproof door.)
|
||||
set zone 653
|
||||
set maxfl 4
|
||||
set totfl 5
|
||||
set Elevat %zone%99
|
||||
set Floor0 %zone%98
|
||||
set Floor1 %zone%06
|
||||
set Floor2 %zone%14
|
||||
set Floor3 %zone%22
|
||||
set Floor4 %zone%30
|
||||
* Which side of the elevator is the door on?
|
||||
set elevdoor north
|
||||
* Which side of the room is the elevator on?
|
||||
set roomdoor south
|
||||
** Thanks to Thomas for the formula that makes this part work.
|
||||
eval temp %%Elevat.%elevdoor%(vnum)%%
|
||||
eval eleroom %temp%
|
||||
if %eleroom% == %Floor1%
|
||||
set CurFl 1
|
||||
set Curex %Floor1%
|
||||
elseif %eleroom% == %Floor2%
|
||||
set CurFl 2
|
||||
set Curex %Floor2%
|
||||
elseif %eleroom% == %Floor3%
|
||||
set CurFl 3
|
||||
set Curex %Floor3%
|
||||
elseif %eleroom% == %Floor4%
|
||||
set CurFl 4
|
||||
set Curex %Floor4%
|
||||
elseif %eleroom% == %Floor0%
|
||||
set CurFl 0
|
||||
set Curex %Floor0%
|
||||
end
|
||||
if %cmd% == push
|
||||
if %arg% == g || %arg% >= 1 && %arg% <= %maxfl%
|
||||
if %self.vnum% != %Elevat%
|
||||
%send% %actor% You don't see that here.
|
||||
halt
|
||||
else
|
||||
** Thanks to Kyle for figuring out how to make this part work.
|
||||
eval text %%self.%elevdoor%(bits)%%
|
||||
if %text.contains(LOCKED)% && !%text.contains(PICKPROOF)%
|
||||
%send% %actor% The elevator is already in motion. Please be patient.
|
||||
halt
|
||||
end
|
||||
end
|
||||
if %arg% == g
|
||||
set %arg% 0
|
||||
set targfl 0
|
||||
set Tarex %Floor0%
|
||||
elseif %arg% == 1
|
||||
set Tarex %Floor1%
|
||||
set targfl 1
|
||||
elseif %arg% == 2
|
||||
set Tarex %Floor2%
|
||||
set targfl 2
|
||||
elseif %arg% == 3
|
||||
set Tarex %Floor3%
|
||||
set targfl 3
|
||||
elseif %arg% == 4
|
||||
set Tarex %Floor4%
|
||||
set targfl 4
|
||||
end
|
||||
elseif %arg% == button
|
||||
if %self.vnum% == %Elevat%
|
||||
%send% %actor% Which button?
|
||||
halt
|
||||
else
|
||||
eval text %%self.%roomdoor%(bits)%%
|
||||
if !%text.contains(CLOSED)%
|
||||
%send% %actor% The elevator is already here.
|
||||
halt
|
||||
elseif %text.contains(LOCKED)% && !%text.contains(PICKPROOF)%
|
||||
%send% %actor% The elevator is already in use. Please wait and try again.
|
||||
halt
|
||||
end
|
||||
end
|
||||
else
|
||||
%send% %actor% You don't see that here.
|
||||
halt
|
||||
end
|
||||
if %self.vnum% == %Floor0%
|
||||
set Tarex %Floor0%
|
||||
set targfl 0
|
||||
elseif %self.vnum% == %Floor1%
|
||||
set Tarex %Floor1%
|
||||
set targfl 1
|
||||
elseif %self.vnum% == %Floor2%
|
||||
set Tarex %Floor2%
|
||||
set targfl 2
|
||||
elseif %self.vnum% == %Floor3%
|
||||
set Tarex %Floor3%
|
||||
set targfl 3
|
||||
elseif %self.vnum% == %Floor4%
|
||||
set Tarex %Floor4%
|
||||
set targfl 4
|
||||
end
|
||||
if %targfl% == g
|
||||
set dir down
|
||||
eval length %Curfl%
|
||||
elseif %targfl% > %Curfl%
|
||||
set dir up
|
||||
eval length %targfl% - %Curfl%
|
||||
elseif %targfl% < %Curfl%
|
||||
set dir down
|
||||
eval length %Curfl% - %targfl%
|
||||
else
|
||||
set dir nowhere
|
||||
set length 0
|
||||
end
|
||||
%at% %Elevat% %echo% The elevator doors slide shut.
|
||||
%at% %Curex% %echo% The elevator doors slide shut.
|
||||
wait 5
|
||||
set echofl 0
|
||||
while %echofl% < %totfl%
|
||||
eval temp %%Floor%echofl%%%
|
||||
%at% %temp% %echo% The elevator doors start to vibrate.
|
||||
%door% %temp% %roomdoor% flags abc
|
||||
eval echofl %echofl% + 1
|
||||
done
|
||||
if %length% > 0
|
||||
set origlen %length%
|
||||
%door% %Curex% %roomdoor% flags abc
|
||||
%door% %Elevat% %elevdoor% purge
|
||||
%door% %Elevat% %elevdoor% room %Elevat%
|
||||
%door% %Elevat% %elevdoor% flags abc
|
||||
%at% %Elevat% %echo% The elevator g*l u r c h e s* n
|
||||
%at% %Elevat% %echo% n G*l u r c h e s* n
|
||||
%at% %Elevat% %echo% n g*l u r c h e s* n %dir%wards.
|
||||
end
|
||||
while %length%
|
||||
if %dir% == up
|
||||
eval Curfl %Curfl% + 1
|
||||
elseif %dir% == down
|
||||
eval Curfl %Curfl% -1
|
||||
end
|
||||
if %Curfl% == 0
|
||||
set ordinal ground
|
||||
elseif %Curfl% == 1
|
||||
set ordinal 1st
|
||||
elseif %Curfl% == 2
|
||||
set ordinal 2nd
|
||||
elseif %Curfl% == 3
|
||||
set ordinal 3rd
|
||||
elseif %Curfl% > 3
|
||||
set ordinal %Curfl%th
|
||||
end
|
||||
wait 15
|
||||
%at% %Elevat% %echo% g *DING!* n
|
||||
%at% %Elevat% %echo% You have reached the %ordinal% floor.
|
||||
* It's easier to use the following line if you have over 20 floors (instead of the 21th floor)
|
||||
* %at% %Elevat% %echo% You have reached floor %Curfl%.
|
||||
wait 5
|
||||
eval length %length% - 1
|
||||
if %CurFl% > %maxfl%
|
||||
%echo% r Something seems to be wrong with the elevator. n
|
||||
%echo% r Please try again and if there's still a problem, n
|
||||
%echo% r please report this to admin. n
|
||||
set length 0
|
||||
end
|
||||
done
|
||||
if %origlen% > 0
|
||||
wait 2
|
||||
%at% %Elevat% %echo% nThe elevator y*s h u d d e r s* n
|
||||
%at% %Elevat% %echo% n Y*s h u d d e r s* n
|
||||
%at% %Elevat% %echo% n y*s h u d d e r s* n to a halt.
|
||||
end
|
||||
wait 2
|
||||
set echofl 0
|
||||
while %echofl% < %totfl%
|
||||
eval temp %%Floor%echofl%%%
|
||||
%at% %temp% %echo% The elevator doors stop vibrating.
|
||||
wait 3
|
||||
%door% %temp% %roomdoor% flags abcd
|
||||
eval echofl %echofl% + 1
|
||||
done
|
||||
wait 1
|
||||
%at% %targfl% %echo% g *DING!* n
|
||||
wait 3
|
||||
%door% %Tarex% %roomdoor% room %Elevat%
|
||||
%door% %Tarex% %roomdoor% flags a
|
||||
%door% %Elevat% %elevdoor% purge
|
||||
%door% %Elevat% %elevdoor% room %Tarex%
|
||||
%at% %Elevat% %echo% The doors slide open.
|
||||
%at% %Tarex% %echo% The elevator doors slide open.
|
||||
wait 3
|
||||
%door% %Elevat% %elevdoor% flags a
|
||||
elseif %cmd.mudcommand% == look
|
||||
if !%arg%
|
||||
return 0
|
||||
halt
|
||||
elseif %arg% == display
|
||||
if %self.vnum% != %Elevat%
|
||||
eval text %%self.%roomdoor%(bits)%%
|
||||
if !%text.contains(CLOSED)%
|
||||
%send% %actor% The elevator is already here.
|
||||
halt
|
||||
end
|
||||
else
|
||||
eval text %%self.%elevdoor%(bits)%%
|
||||
end
|
||||
if %text.contains(LOCKED)% && !%text.contains(PICKPROOF)%
|
||||
%send% %actor% Numbers flash across the display. The elevator is on the move.
|
||||
halt
|
||||
end
|
||||
if %Curfl% == 0
|
||||
set displaymsg the ground floor
|
||||
else
|
||||
set displaymsg floor %Curfl%
|
||||
end
|
||||
%send% %actor% The elevator is on %displaymsg%.
|
||||
halt
|
||||
* if look is not noarg or display
|
||||
else
|
||||
return 0
|
||||
end
|
||||
* if command is anything except look or push
|
||||
else
|
||||
return 0
|
||||
end
|
||||
~
|
||||
$~
|
||||
44
lib/world/trg/654.trg
Normal file
44
lib/world/trg/654.trg
Normal file
|
|
@ -0,0 +1,44 @@
|
|||
#65400
|
||||
Keychain takes you to Housing~
|
||||
1 j 1
|
||||
~
|
||||
* Thanks to bakarus for suggesting the return, to Vatiken
|
||||
* for helping him with it and to Rumble for adding it to
|
||||
* trigger 176 where I could copy it.
|
||||
* http://www.tbamud.com/forum/3-building/355-dg-script-question#371
|
||||
wait 1 sec
|
||||
* Adjust zone to proper zone number
|
||||
set zone 654
|
||||
set roomvnummin %zone%00
|
||||
set roomvnummax %zone%99
|
||||
* if person hasn't used the key before, send to Midgaard Temple
|
||||
* instead of returning.
|
||||
set defaultroom 3001
|
||||
* if person uses key in apartment zone, return player to last room
|
||||
* out of the zone where the key was used.
|
||||
if %actor.room.vnum% >= %zone%00 && %actor.room.vnum% <= %zone%99
|
||||
if %actor.varexists(keychain_return_room)%
|
||||
%send% %actor% You return to your previous location.
|
||||
%echoaround% %actor% %actor.name% heads back out into the world.
|
||||
%teleport% %actor% %actor.keychain_return_room%
|
||||
%force% %actor% look
|
||||
%echoaround% %actor% %actor.name% appears in the room.
|
||||
else
|
||||
%send% %actor% You head back out into the world.
|
||||
%echoaround% %actor% %actor.name% heads back out into the world.
|
||||
%teleport% %actor% %defaultroom%
|
||||
%force% %actor% look
|
||||
%echoaround% %actor% %actor.name% appears in the room.
|
||||
end
|
||||
else
|
||||
eval keychain_return_room %actor.room.vnum%
|
||||
remote keychain_return_room %actor.id%
|
||||
%send% %actor% You head for home.
|
||||
%echoaround% %actor% %actor.name% heads for home.
|
||||
%teleport% %actor% %self.vnum%
|
||||
%force% %actor% look
|
||||
%echoaround% %actor% %actor.name% appears, heading for home.
|
||||
end
|
||||
%force% %actor% remove keychain
|
||||
~
|
||||
$~
|
||||
915
lib/world/wld/211.wld
Normal file
915
lib/world/wld/211.wld
Normal file
|
|
@ -0,0 +1,915 @@
|
|||
#21100
|
||||
Parna's Zone Description Room~
|
||||
This area is trying to recreate the Tarot zone I built for Smaug. The
|
||||
purpose is to have a way of Tarot fortune-telling online. It has been repeated
|
||||
twice to allow different people to have their futures told at the same time.
|
||||
It's a specialized sort of area that, in my experience, most people will stay
|
||||
away from, some people will visit occasionally and a few people may visit
|
||||
constantly. There is, of course, no way of telling what the ratio will be on
|
||||
any given mud.
|
||||
|
||||
If you have diagonal exits, please remove the corner rooms and use the
|
||||
diagonal exits instead.
|
||||
|
||||
There are a lot of triggers to try to keep people from blocking the zone.
|
||||
Please adjust these to your own mud.
|
||||
|
||||
The food and drink in room 21102 are self replicating. For each bokolyi or
|
||||
glass taken, another one appears. If you don't like this, just take them out.
|
||||
This is mainly for zone testers so they won't starve or dehydrate while they're
|
||||
reading the cards but it's a convenience to low-levels with no money, too.
|
||||
|
||||
I think it should be attached to the main town. Since Midgaard is the recall
|
||||
town here, room 3121 heading north into 22001 seems like a reasonable spot with
|
||||
perhaps an addition of the mention of a house to the north.
|
||||
|
||||
November 25, 2013 for tbamud.com - Parnassus
|
||||
~
|
||||
211 8 0 0 0 0
|
||||
D0
|
||||
This way to Tarot!
|
||||
~
|
||||
~
|
||||
0 0 21101
|
||||
S
|
||||
#21101
|
||||
Outside a small building~
|
||||
A tidy-looking three-story building made of red brick waits invitingly for
|
||||
customers. The yard is a peaceful square space with a neat picket fence
|
||||
protecting the green lawn from the street while not blocking the view of the
|
||||
house. Bright flowerbeds snuggle against the foot of the fence. A bright brass
|
||||
sign is placed near the door.
|
||||
~
|
||||
211 20 0 0 0 0
|
||||
D0
|
||||
The door is rounded on the top instead of the usual rectangle.
|
||||
~
|
||||
door~
|
||||
1 0 21102
|
||||
E
|
||||
fence picket~
|
||||
It's a normal-looking, pointed-slat fence covered with fresh white paint.
|
||||
The entrance is an open, oval trellis, covered with red roses.
|
||||
~
|
||||
E
|
||||
yard~
|
||||
The yard is neatly manicured, looking like a bright green carpet.
|
||||
~
|
||||
E
|
||||
door~
|
||||
The door is rounded on the top instead of the usual rectangle.
|
||||
~
|
||||
E
|
||||
flowers flowerbeds~
|
||||
Beautiful bright flowers in all colors, but mostly reds, decorate well-kept
|
||||
flowerbeds.
|
||||
~
|
||||
E
|
||||
sign brass bright~
|
||||
w
|
||||
w Sibyl, Esmerelda and Jaelle
|
||||
w
|
||||
w Tarot Readings
|
||||
n
|
||||
~
|
||||
S
|
||||
#21102
|
||||
A Room For Waiting~
|
||||
@R @n@n A receptionist dressed in brightly colored clothes sits at a desk,
|
||||
dispensing information and appointments. The room is lined with seats. Low
|
||||
tables are covered with magazines and newspapers for the entertainment of those
|
||||
waiting. A few paintings decorate the walls. Doors lead in all directions. @R @n
|
||||
Refreshments are available for the comfort of the clients.
|
||||
~
|
||||
211 8 0 0 0 0
|
||||
D0
|
||||
Sibyl's Office
|
||||
~
|
||||
door~
|
||||
1 0 21110
|
||||
D1
|
||||
Jaelle's Office
|
||||
~
|
||||
door~
|
||||
1 0 21150
|
||||
D2
|
||||
This way out.
|
||||
~
|
||||
door~
|
||||
1 0 21101
|
||||
D3
|
||||
Esmerelda's Office
|
||||
~
|
||||
door~
|
||||
1 0 21130
|
||||
E
|
||||
paintings~
|
||||
These are the sort of pictures with a young woman standing, looking pensively
|
||||
at a forest, field or ocean. She wears a long dress that blows in the wind.
|
||||
Her long hair, covered with a floppy hat, blows around also.
|
||||
~
|
||||
E
|
||||
seats~
|
||||
These seats look very comfortable for a waiting room. There are nicely
|
||||
padded armchairs and couches, upholstered in a tasteful flowered motif.
|
||||
~
|
||||
E
|
||||
newspapers~
|
||||
There are a few copies of today's editions of various papers, including the
|
||||
Sanctus Times and the daily Sanctus. There's even a copy of your favorite
|
||||
hometown paper.
|
||||
~
|
||||
E
|
||||
magazines ~
|
||||
Except for the copies of Tarot World Magazine, these mostly the same
|
||||
magazines that you'd find in a doctor's office waiting room. There are issues
|
||||
Reader's Digest, Sports Illustrated, Entertainment Weekly and a few other
|
||||
familiar names. Are Time and Fortune here because they're popular or are they
|
||||
some sort of joke?
|
||||
~
|
||||
S
|
||||
#21103
|
||||
A Brightly-Lit Corridor~
|
||||
This is a bright white hallway with large representations of the cards you've
|
||||
seen in the previous rooms placed at neat intervals to provide color.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
D5
|
||||
This way out. The door you came in by seems to have disappeared.
|
||||
~
|
||||
stair~
|
||||
0 0 21102
|
||||
E
|
||||
representations cards pictures~
|
||||
If you didn't look before but wanted to see the cards now:
|
||||
http://en.wikipedia.org/wiki/Rider-Waite_tarot_deck
|
||||
~
|
||||
S
|
||||
#21110
|
||||
Sibyl's office~
|
||||
Sibyl sits behind a large table, running a deck of cards through her hands.
|
||||
A large plaque is on the wall behind her and bright pictures cover the other
|
||||
walls. On closer look, the pictures seem to be large representations of some of
|
||||
the cards in her hands. She starts to lay the cards out in a design of a circle
|
||||
and a line.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
D2
|
||||
The door is closed and can't be opened.
|
||||
~
|
||||
~
|
||||
0 0 -1
|
||||
D4
|
||||
~
|
||||
door stairs up~
|
||||
1 0 21111
|
||||
E
|
||||
plaque~
|
||||
Sibyl uses the Rider-Waite tarot deck in the Keltic Cross layout. If you
|
||||
would like to see the cards that have been dealt to you, representations can be
|
||||
found at:
|
||||
http://en.wikipedia.org/wiki/Rider-Waite_tarot_deck
|
||||
~
|
||||
S
|
||||
#21111
|
||||
This card covers~
|
||||
This card is placed straight up and represents the question and the general
|
||||
atmosphere that surrounds it.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 21112
|
||||
S
|
||||
T 21102
|
||||
#21112
|
||||
This card crosses~
|
||||
This card is placed sideways on top of the first card. It usually shows the
|
||||
forces opposing the question or a different choice that may be available.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 21113
|
||||
D5
|
||||
~
|
||||
door backdoor~
|
||||
1 0 21111
|
||||
S
|
||||
T 21102
|
||||
#21113
|
||||
This card is below~
|
||||
This card is placed below the crossed cards. It shows the basis of the
|
||||
question, things in the past which were leading to the question.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
D0
|
||||
~
|
||||
door backdoor~
|
||||
1 0 21112
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 21121
|
||||
S
|
||||
T 21102
|
||||
#21114
|
||||
This card is behind~
|
||||
This card is placed to the left of the crossed cards. It shows an influence
|
||||
that was in the past but is now gone or going.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
1 0 21122
|
||||
D2
|
||||
~
|
||||
door backdoor~
|
||||
1 0 21121
|
||||
S
|
||||
T 21102
|
||||
#21115
|
||||
This card is above~
|
||||
This card is placed above the crossed cards. It shows a future influence or
|
||||
possibility.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
1 0 21123
|
||||
D3
|
||||
~
|
||||
door backdoor~
|
||||
1 0 21122
|
||||
S
|
||||
T 21102
|
||||
#21116
|
||||
This card is before~
|
||||
This card is placed to the right of the crossed cards. It shows a future
|
||||
influence or possibility. It may show a different pathway available.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
D0
|
||||
~
|
||||
door backdoor~
|
||||
1 0 21123
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 21124
|
||||
S
|
||||
T 21102
|
||||
#21117
|
||||
This card shows fears~
|
||||
Four cards are placed in a straight line to the right of the circle. This is
|
||||
the bottom card. Any question has good points and bad points. This card shows
|
||||
the fears the questioner has about the question.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 21118
|
||||
D3
|
||||
~
|
||||
door backdoor~
|
||||
1 0 21124
|
||||
S
|
||||
T 21102
|
||||
#21118
|
||||
This card shows opinions~
|
||||
This card is placed above the previous card. It shows the opinions of people
|
||||
close to the questioner, regarding the question.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 21119
|
||||
D2
|
||||
~
|
||||
door backdoor~
|
||||
1 0 21117
|
||||
S
|
||||
T 21102
|
||||
#21119
|
||||
This card shows hopes~
|
||||
This card is placed above the previous card. It shows what the questioner
|
||||
hopes from the question.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 21120
|
||||
D2
|
||||
~
|
||||
door backdoor~
|
||||
1 0 21118
|
||||
S
|
||||
T 21102
|
||||
#21120
|
||||
This card shows the outcome~
|
||||
This card will be modified by the cards which came before and shows a
|
||||
possible outcome of the question. All the cards must be interpreted and
|
||||
considered as suggestions, not as definite lines to the future, since the future
|
||||
is yet to be written. Think well before you make any decisions. Once you go
|
||||
down, all cards will be cleared.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 -1
|
||||
D2
|
||||
~
|
||||
door backdoor~
|
||||
1 0 21119
|
||||
D5
|
||||
~
|
||||
stair~
|
||||
1 0 21103
|
||||
S
|
||||
T 21102
|
||||
T 21103
|
||||
#21121
|
||||
South-West Corner~
|
||||
Please go North to continue your reading.
|
||||
~
|
||||
211 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 21114
|
||||
D1
|
||||
~
|
||||
door backdoor~
|
||||
1 0 21113
|
||||
S
|
||||
#21122
|
||||
North-West Corner~
|
||||
Please go East to continue your reading.
|
||||
~
|
||||
211 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 21115
|
||||
D2
|
||||
~
|
||||
door backdoor~
|
||||
1 0 21114
|
||||
S
|
||||
#21123
|
||||
North-East Corner~
|
||||
Please go South to continue your reading.
|
||||
~
|
||||
211 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
door~
|
||||
0 0 21116
|
||||
D3
|
||||
~
|
||||
door backdoor~
|
||||
1 0 21115
|
||||
S
|
||||
#21124
|
||||
South-East Corner~
|
||||
Please go East to continue your reading.
|
||||
~
|
||||
211 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
door backdoor~
|
||||
1 0 21116
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 21117
|
||||
S
|
||||
#21125
|
||||
Sibyl's Private Room~
|
||||
This is where Sibyl comes to rest and relax when she just needs to get away
|
||||
from the stress of telling fortunes to anybody who asks. However, sometimes a
|
||||
stray card ends up here.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
S
|
||||
#21130
|
||||
Esmerelda's office~
|
||||
Esmerelda sits behind a large table, running a deck of cards through her
|
||||
hands. A large plaque is on the wall behind her and bright pictures cover the
|
||||
other walls. On closer look, the pictures seem to be large representations of
|
||||
some of the cards in her hands. She starts to lay the cards out in a design of
|
||||
a circle and a line.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
D2
|
||||
The door is closed and can't be opened.
|
||||
~
|
||||
~
|
||||
0 0 -1
|
||||
D4
|
||||
~
|
||||
door~
|
||||
1 0 21131
|
||||
E
|
||||
plaque~
|
||||
Esmerelda uses the Rider-Waite tarot deck in the Keltic Cross layout. If you
|
||||
would like to see the cards that have been dealt to you, representations can be
|
||||
found at:
|
||||
http://en.wikipedia.org/wiki/Rider-Waite_tarot_deck
|
||||
~
|
||||
S
|
||||
#21131
|
||||
This card covers~
|
||||
This card is placed straight up and represents the question and the general
|
||||
atmosphere that surrounds it.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
D4
|
||||
~
|
||||
door~
|
||||
1 0 21132
|
||||
S
|
||||
T 21102
|
||||
#21132
|
||||
This card crosses~
|
||||
This card is placed sideways on top of the first card. It usually shows the
|
||||
forces opposing the question or a different choice that may be available.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 0 21133
|
||||
D5
|
||||
~
|
||||
door~
|
||||
1 0 21131
|
||||
S
|
||||
T 21102
|
||||
#21133
|
||||
This card is below~
|
||||
This card is placed below the crossed cards. It shows the basis of the
|
||||
question, things in the past which were leading to the question.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 0 21132
|
||||
D3
|
||||
~
|
||||
door~
|
||||
1 0 21141
|
||||
S
|
||||
T 21102
|
||||
#21134
|
||||
This card is behind~
|
||||
This card is placed to the left of the crossed cards. It shows an influence
|
||||
that was in the past but is now gone or going.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 0 21142
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 0 21141
|
||||
S
|
||||
T 21102
|
||||
#21135
|
||||
This card is above~
|
||||
This card is placed above the crossed cards. It shows a future influence or
|
||||
possibility.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
D1
|
||||
~
|
||||
door~
|
||||
1 0 21143
|
||||
D3
|
||||
~
|
||||
door~
|
||||
1 0 21142
|
||||
S
|
||||
T 21102
|
||||
#21136
|
||||
This card is before~
|
||||
This card is placed to the right of the crossed cards. It shows a future
|
||||
influence or possibility. It may show a different pathway available.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 0 21143
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 0 21144
|
||||
S
|
||||
T 21102
|
||||
#21137
|
||||
This card shows fears~
|
||||
Four cards are placed in a straight line to the right of the circle. This is
|
||||
the bottom card. Any question has good points and bad points. This card shows
|
||||
the fears the questioner has about the question.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 0 21138
|
||||
D3
|
||||
~
|
||||
door~
|
||||
1 0 21144
|
||||
S
|
||||
T 21102
|
||||
#21138
|
||||
This card shows opinions~
|
||||
This card is placed above the previous card. It shows the opinions of people
|
||||
close to the questioner, regarding the question.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 0 21139
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 0 21137
|
||||
S
|
||||
T 21102
|
||||
#21139
|
||||
This card shows hopes~
|
||||
This card is placed above the previous card. It shows what the questioner
|
||||
hopes from the question.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 0 21140
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 0 21138
|
||||
S
|
||||
T 21102
|
||||
#21140
|
||||
This card shows the outcome~
|
||||
This card will be modified by the cards which came before and shows a
|
||||
possible outcome of the question. All the cards must be interpreted and
|
||||
considered as suggestions, not as definite lines to the future, since the future
|
||||
is yet to be written. Think well before you make any decisions. Once you go
|
||||
down, all cards will be cleared.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 0 21139
|
||||
D5
|
||||
~
|
||||
stair~
|
||||
1 0 21103
|
||||
S
|
||||
T 21103
|
||||
T 21102
|
||||
#21141
|
||||
South-West Corner~
|
||||
Please go North to continue your reading.
|
||||
~
|
||||
211 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
1 0 21134
|
||||
D1
|
||||
~
|
||||
~
|
||||
1 0 21133
|
||||
S
|
||||
#21142
|
||||
North-West Corner~
|
||||
Please go East to continue your reading.
|
||||
~
|
||||
211 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
1 0 21135
|
||||
D2
|
||||
~
|
||||
~
|
||||
1 0 21134
|
||||
S
|
||||
#21143
|
||||
North-East Corner~
|
||||
Please go South to continue your reading.
|
||||
~
|
||||
211 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
1 0 21136
|
||||
D3
|
||||
~
|
||||
~
|
||||
1 0 21135
|
||||
S
|
||||
#21144
|
||||
South-East Corner~
|
||||
Please go East to continue your reading.
|
||||
~
|
||||
211 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
1 0 21136
|
||||
D1
|
||||
~
|
||||
~
|
||||
1 0 21137
|
||||
S
|
||||
#21145
|
||||
Esmerelda's Private Room~
|
||||
This is where Esmerelda comes to rest and relax when she just needs to get
|
||||
away from the stress of telling fortunes to anybody who asks. However,
|
||||
sometimes a stray card ends up here.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
S
|
||||
#21150
|
||||
Jaelle's office~
|
||||
Jaelle sits behind a large table, running a deck of cards through her hands.
|
||||
A large plaque is on the wall behind her and bright pictures cover the other
|
||||
walls. On closer look, the pictures seem to be large representations of some of
|
||||
the cards in her hands. She starts to lay the cards out in a design of a circle
|
||||
and a line.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
D2
|
||||
The door is closed and can't be opened.
|
||||
~
|
||||
~
|
||||
0 0 -1
|
||||
D4
|
||||
~
|
||||
door~
|
||||
1 0 21151
|
||||
E
|
||||
plaque~
|
||||
Jaelle uses the Rider-Waite tarot deck in the Keltic Cross layout. If you
|
||||
would like to see the cards that have been dealt to you, representations can be
|
||||
found at:
|
||||
http://en.wikipedia.org/wiki/Rider-Waite_tarot_deck
|
||||
~
|
||||
S
|
||||
#21151
|
||||
This card covers~
|
||||
This card is placed straight up and represents the question and the general
|
||||
atmosphere that surrounds it.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
D4
|
||||
~
|
||||
door~
|
||||
1 0 21152
|
||||
S
|
||||
T 21102
|
||||
#21152
|
||||
This card crosses~
|
||||
This card is placed sideways on top of the first card. It usually shows the
|
||||
forces opposing the question or a different choice that may be available.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 0 21153
|
||||
D5
|
||||
~
|
||||
door~
|
||||
1 0 21151
|
||||
S
|
||||
T 21102
|
||||
#21153
|
||||
This card is below~
|
||||
This card is placed below the crossed cards. It shows the basis of the
|
||||
question, things in the past which were leading to the question.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 0 21152
|
||||
D3
|
||||
~
|
||||
door~
|
||||
1 0 21161
|
||||
S
|
||||
T 21102
|
||||
#21154
|
||||
This card is behind~
|
||||
This card is placed to the left of the crossed cards. It shows an influence
|
||||
that was in the past but is now gone or going.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 0 21162
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 0 21161
|
||||
S
|
||||
T 21102
|
||||
#21155
|
||||
This card is above~
|
||||
This card is placed above the crossed cards. It shows a future influence or
|
||||
possibility.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
D1
|
||||
~
|
||||
door~
|
||||
1 0 21163
|
||||
D3
|
||||
~
|
||||
door~
|
||||
1 0 21162
|
||||
S
|
||||
T 21102
|
||||
#21156
|
||||
This card is before~
|
||||
This card is placed to the right of the crossed cards. It shows a future
|
||||
influence or possibility. It may show a different pathway available.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 0 21163
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 0 21164
|
||||
S
|
||||
T 21102
|
||||
#21157
|
||||
This card shows fears~
|
||||
Four cards are placed in a straight line to the right of the circle. This is
|
||||
the bottom card. Any question has good points and bad points. This card shows
|
||||
the fears the questioner has about the question.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 0 21158
|
||||
D3
|
||||
~
|
||||
door~
|
||||
1 0 21164
|
||||
S
|
||||
T 21102
|
||||
#21158
|
||||
This card shows opinions~
|
||||
This card is placed above the previous card. It shows the opinions of people
|
||||
close to the questioner, regarding the question.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 0 21159
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 0 21157
|
||||
S
|
||||
T 21102
|
||||
#21159
|
||||
This card shows hopes~
|
||||
This card is placed above the previous card. It shows what the questioner
|
||||
hopes from the question.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
1 0 21160
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 0 21158
|
||||
S
|
||||
T 21102
|
||||
#21160
|
||||
This card shows the outcome~
|
||||
This card will be modified by the cards which came before and shows a
|
||||
possible outcome of the question. All the cards must be interpreted and
|
||||
considered as suggestions, not as definite lines to the future, since the future
|
||||
is yet to be written. Think well before you make any decisions. Once you go
|
||||
down, all cards will be cleared.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
D2
|
||||
~
|
||||
door~
|
||||
1 0 21159
|
||||
D5
|
||||
~
|
||||
stair~
|
||||
1 0 21103
|
||||
S
|
||||
T 21102
|
||||
T 21103
|
||||
#21161
|
||||
South-West Corner~
|
||||
Please go North to continue your reading.
|
||||
~
|
||||
211 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
1 0 21154
|
||||
D1
|
||||
~
|
||||
~
|
||||
1 0 21153
|
||||
S
|
||||
#21162
|
||||
North-West Corner~
|
||||
Please go East to continue your reading.
|
||||
~
|
||||
211 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
1 0 21155
|
||||
D2
|
||||
~
|
||||
~
|
||||
1 0 21154
|
||||
S
|
||||
#21163
|
||||
North-East Corner~
|
||||
Please go South to continue your reading.
|
||||
~
|
||||
211 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
1 0 21156
|
||||
D3
|
||||
~
|
||||
~
|
||||
1 0 21155
|
||||
S
|
||||
#21164
|
||||
South-East Corner~
|
||||
Please go East to continue your reading.
|
||||
~
|
||||
211 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
1 0 21156
|
||||
D1
|
||||
~
|
||||
~
|
||||
1 0 21157
|
||||
S
|
||||
#21165
|
||||
Jaelle's Private Room~
|
||||
This is where Jaelle comes to rest and relax when she just needs to get away
|
||||
from the stress of telling fortunes to anybody who asks. However, sometimes a
|
||||
stray card ends up here.
|
||||
~
|
||||
211 220 0 0 0 0
|
||||
S
|
||||
#21199
|
||||
Purge Room~
|
||||
This room is for safely purging things.
|
||||
|
||||
BEWARE!
|
||||
|
||||
Trespassers may be PURGED!
|
||||
~
|
||||
211 0 0 0 0 0
|
||||
S
|
||||
$~
|
||||
2316
lib/world/wld/653.wld
Normal file
2316
lib/world/wld/653.wld
Normal file
File diff suppressed because it is too large
Load diff
2231
lib/world/wld/654.wld
Normal file
2231
lib/world/wld/654.wld
Normal file
File diff suppressed because it is too large
Load diff
22
lib/world/zon/211.zon
Normal file
22
lib/world/zon/211.zon
Normal file
|
|
@ -0,0 +1,22 @@
|
|||
#211
|
||||
Parnassus~
|
||||
Tarot~
|
||||
21100 21199 30 1 f 0 0 0 1 30
|
||||
D 0 21102 0 2 (A Room For Waiting)
|
||||
D 0 21102 1 2 (A Room For Waiting)
|
||||
D 0 21102 2 1 (A Room For Waiting)
|
||||
D 0 21102 3 2 (A Room For Waiting)
|
||||
R 0 21102 21181 -1 (an urn filled with milk)
|
||||
O 1 21181 1 21102 (an urn filled with milk)
|
||||
R 0 21102 21182 -1 (a piece of bokolyi)
|
||||
O 1 21182 100 21102 (a piece of bokolyi)
|
||||
R 0 21102 21180 -1 (a large glass)
|
||||
O 1 21180 100 21102 (a large glass)
|
||||
M 0 21104 1 21102 (Ana)
|
||||
M 0 21101 1 21110 (Sibyl)
|
||||
D 0 21110 4 2 (Sibyl's office)
|
||||
D 0 21101 0 1 (Outside a small building)
|
||||
M 0 21103 1 21150 (Jaelle)
|
||||
M 0 21102 1 21130 (Esmerelda)
|
||||
S
|
||||
$
|
||||
9
lib/world/zon/653.zon
Normal file
9
lib/world/zon/653.zon
Normal file
|
|
@ -0,0 +1,9 @@
|
|||
#653
|
||||
Parnassus~
|
||||
Apartment~
|
||||
65300 65399 30 0
|
||||
D 0 65306 2 2 (First Floor North)
|
||||
D 0 65301 0 2 (The Elevator)
|
||||
D 0 65397 2 1 (A Generic Sort of Building)
|
||||
S
|
||||
$
|
||||
15
lib/world/zon/654.zon
Normal file
15
lib/world/zon/654.zon
Normal file
|
|
@ -0,0 +1,15 @@
|
|||
#654
|
||||
Parnassus~
|
||||
Subdivision~
|
||||
65400 65499 30 2
|
||||
R 0 65412 65412 -1 (a plain keychain)
|
||||
O 0 65412 100 65412 (a plain keychain)
|
||||
R 0 65417 65417 -1 (a plain keychain)
|
||||
O 0 65417 100 65417 (a plain keychain)
|
||||
R 0 65407 65407 -1 (a plain keychain)
|
||||
O 0 65407 100 65407 (a plain keychain)
|
||||
R 0 65402 65402 -1 (a plain keychain)
|
||||
O 0 65402 100 65402 (a plain keychain)
|
||||
O 0 65400 1 65400 (graffiti)
|
||||
S
|
||||
$
|
||||
Loading…
Add table
Add a link
Reference in a new issue